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Light_And_Dark/light_and_dark/ROADMAP.md
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Lena 17d4e9cdf3 full rename
rename of folder, subfolders and main.py
2026-09-28 09:47:18 +02:00

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Raw Blame History

Light & Dark — Roadmap

Destination: polished vertical slice — Regions 1–2, save system, skill upgrades. Proves the core loop is fun before scaling to the full vision.

Design decisions (locked)

  • Death penalty: on death, drop light/dark coins at the death spot; reclaim them or lose them permanently on a second death. The fairy hovers over the spot as the marker.
  • Skill upgrades:
    • Vendor (smith/trainer) gives direct linear power upgrades. Upgrades one selected spell; changing selection costs coins.
    • Gems / rings give alternate behaviors / sidegrades.
  • Ranged identity: keep the bolt, add upgrades (no charge-up / homing rework).
  • Fairy (in slice): guide + ambient light source (bonus flow regen near player). Scout mode, teleport, fairy holes deferred to regions 3+.
  • Ascended armor: cut for now. Awakened is good enough at the start; less balancing needed.

Milestones

M0 — Foundation (the game remembers)

Item Effort Notes
Save/persistence system L DONE (2026-09-28): JSON save to saves/, save via pause menu. Stores player state, room, coins, equipment, inventory, quests, tokens, boss diary, defeated bosses, broken doors.
Charge -> Flow rename S Code + UI + configs.
Main menu M DONE (2026-09-28): Select Game (greyed with no saves), New Game (name entry), Settings (rebinding), Quit. Wipe-all-saves button (bottom right) with confirmation dialog.

M1 — Region 1 complete loop

Item Effort Notes
Death penalty (drop coins, reclaim at death spot; fairy marks it; lose on 2nd death) M Save system exists now; drop-position data needed. Ties into fairy.
Fairy companion (guide + ambient light source -> bonus flow regen) M Wakes player at start, tutorial dialogue.
More quests (repeatable + one-time; system exists) S Just content.
Lore dialogue for fairy / NPCs S Needs written copy.

M2 — Skill upgrades

Item Effort Notes
Vendor (smith/trainer) NPC M Reuses NPC + coin systems.
Vendor upgrades (linear): Dash = lower cooldown, Ranged = more damage, Tether = longer bind/fear S Data + UI.
Ring slot + gems (sidegrades): Dash = speed-stacks / refund-on-kill / afterimage taunt; Ranged = pierce (light) / aoe (shade) / kill-stacks; Tether = boss effects / higher threshold L New slot, new item type, build UI.

M3 — Region 2: shade matters

Item Effort Notes
Shade-gated interactions (doors, an NPC, an area) S-M Room JSON + existing toggle.
New enemy behaviors (patrol, dodge-and-leap, burrow-shooter) M Enemy system supports it.
Quick recharge pickup S Mid-battle refill.
Ability tweaks: ranged upgrades, ground-slam knockback/iframe, light-step buffs M Picks up remaining notes ideas.
Region-2 boss + ability pacing M Re-align pacing (Ranged already exists).

Stretch / core (post-slice, in order)

  • Fast travel (rune stones)
  • Fairy scout + bond teleport + fairy holes
  • Regions 3-5 per pacing notes
  • World-change weapon (stretch-end, decide variant)

Cut

  • Ascended armor (removed).

Dependencies

  • Save is the keystone: death penalty, main menu, and any progress feature hang off it.
  • Fairy and Flow rename can run in parallel with M0.